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Showing posts with the label Project

Containment - Beta

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  Modular Tunnel System This week my main goal was finding and implementing a functioning map from the asset store. I looked through a lot of topics such a horror, puzzle, maze, and even poly. I needed something that was not crazy complex and did not look too realistic, but also, I did not want to be using a low poly map as I thought the colours and design of monsters is not as scary of a horror game. I searched up some sewer maps and found a few that were either free or a super low price, all I needed was a modular map where I could move sections around to change the shape and size of the map. In the end I picked a simple Tunnel asset pack which featured some basic modular tunnels and a few basic props. While I would love to have a more complex and stunning environment with the time that I have left to complete my said game, I think this is the right decision and choice to be made. Now that I had picked out my map, I began placing it together and moving around the prefabs, it wa...

Containment - Alpha

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Death-Cam This week I finished off the enemy AI tracking and added in some new features to strengthen the enemy’s design and process of attacking/finding the player. I began by adding onto the base feature of patrolling for the enemy and made it so the enemy now patrols closer to the last known location of the player, this means if the player does manage outrun the enemy he will be put under a state of “high alert” which over a period of time will widen his search/patrolling distance moving him further and further away from the player, I gave the enemy some more states such as hunting, kill, and search. In the search state how it works is every time the enemy gets to his new waypoint in his patrol, he will rotate as to “look around” and search the area before waiting 5secs and moving to his next waypoint. Moving on I needed to add a feature in which if the player was caught by the enemy, they would be killed and reset, I achieved this by giving a “death-camera” to the enemy where it ...

First Playable - Containment

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  AI Navigation Pathways Now this week as I said I in my previous blog I wanted to focus on getting the enemy AI in order and have it running with its code. I started off by adding a Nav Mesh Agent which gave the enemy ai basic understanding of the map and allowed it to move around without getting stuck on objects. I soon realised that it's no good having this feature if the AI isn’t even moving around or testing its environment and so I added an “Idle” and “Walk” state to the script which would check to see if the enemy was idle if so it would change that state to “walk” and grab a random position within the nav-mesh and send the ai there, once it reaches its destination it will set the state back to “idle” and the whole sequence repeats itself again. This gave the Enemy AI a nice patrolling feature which I think I will keep in my game. After that came the hard part, adding a line of sight or a FOV like feature to the AI to allow the enemy to chase the player when it sees it. No...

Project Prototype – Containment

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  flashlight/sprint feature After spending a good few hrs, I am happy with what I have achieved so far within my prototype for my game. I gave myself goals before I began working on my project so that I could not lose focus or get confused on what I was working on day by day, Today I was working on features that revolved around the player such as player movement, the flashlight system and how the player can interact with an object/an inventory system for the player. I figured getting these key features out of the way would allow me to then focus on the enemy AI in my next project build. I first began by making a simple practice map using pro builder, the reason for this was so I could practice the player's movement within the environment and see how it reacts to certain object such as stairs, angles, jumping, crouching etc. After making a nice demo room, I began making/editing the first-person feature. I found a great tutorial online for first-person which gave me an insane numbe...

Game Design Document

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  Link to my DunDoc Project! This week we used Dundoc to help create are Games Design Document, At first, I found it a little tricky navigating around on the website but I soon got the hang of it.  I used Miro for my flowchart and looked up some articles on game elements to feature in my document. I plan on making a lot of edits to my document while I create my game.

Game Idea Research

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Nightmare Creature   Last weekend we were asked to begin our research on game ideas, possible games we could code within unity and showcase to our class. We were asked to come up with 4 unique ideas, here is mine: 1. Horror Puzzle Game 2. 3D Sphere Game 3. Tower Defence Game 4. FPS Shooter Game Horror Puzzle Game This week we were asked to pick one of the four ideas that we would focus on for the rest of the semester, I decided to go with my first the idea and possibly my favourite, a Horror Puzzle Game. My love for horror games is massive and I hope I can translate that love into making a good functioning horror game myself that I’m proud of, I have tones of knowledge on the subject of horror games like what mechanic and game functions should be in place, and how lighting/game design should look. This game idea interests me the most and I think ill be able to focus in on it for the rest of the semester with ease thanks to the crazy amount of unity tutorials about horror ...

Game Brainstorm Part 1

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Horror puzzle game Horror is my all-time favourite genre in life, I love horror whether it be in music, movies or even in games it’s amazing. Now recently I’ve been finding myself playing a lot of puzzle games that normally revolve around the main player solving them to either save himself or someone else. I thought about this idea for a while and thought about how good it would be if I did a mix between the two bringing a puzzle game into a horror environment. The game the location could really be placed anywhere and could even have multiple maps depending on how long and complex I make the level design, I could make the game location in a forest, high school, hospital, or even an abandoned cabin, the main issue though with this game the concept is the making of a convincing the environment which would give off the horror vibes, I would be able to access plenty of assists which are horror-related online which is fine but still having to spend hours on the level the design might not ...